Contact Other Plane should risk maddening


Magic and Spells


Pathfinder Rulebook Subscriber

As per 1st edition, please add verbiage to Contact Other Plane so that the caster risks becoming insane.

I added the following text, but thats just me :)

"Spells which delve into dark and chaotic matters of other planes risk driving the caster insane. The caster must make a Intelligence check DC 6 as soon as he asks his first question. If he fails he becomes instantly (though temporarily) insane. The duration of the insanity is one week per point he failed the check by. For example, a character has a +2 Intelligence modifier. He needs a 4+ to succeed and rolls a 2, missing his check by 2. He is insane for 2 weeks. Remove Curse, Heal, or Restoration all remove insanity.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Since a roll of 1 doesn't automatically fail an ability check, this isn't worth having if the DC is only 6. By the time a caster can use contact other plane, they will very likely have an Int of 20, which with a +5 bonus would make for automatic success on a DC6 check.


Pathfinder Rulebook Subscriber
JoelF847 wrote:
Since a roll of 1 doesn't automatically fail an ability check, this isn't worth having if the DC is only 6. By the time a caster can use contact other plane, they will very likely have an Int of 20, which with a +5 bonus would make for automatic success on a DC6 check.

That is a valid point. I attempted to duplicate the chances of success based on the 1E rules but I failed to consider the fact that current generation spellcasters are much more able to have higher stats. Perhaps the DC should be increased somewhat.

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Roleplaying Game / Design Forums / Magic and Spells / Contact Other Plane should risk maddening All Messageboards
Recent threads in Magic and Spells